mirror of
https://github.com/italicsjenga/slang-shaders.git
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133 lines
5.4 KiB
Plaintext
Executable file
133 lines
5.4 KiB
Plaintext
Executable file
#version 450
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///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
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// crt-royale: A full-featured CRT shader, with cheese.
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// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
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//
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// This program is free software; you can redistribute it and/or modify it
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// under the terms of the GNU General Public License as published by the Free
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// Software Foundation; either version 2 of the License, or any later version.
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//
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// This program is distributed in the hope that it will be useful, but WITHOUT
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// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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// more details.
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//
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// You should have received a copy of the GNU General Public License along with
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// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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// Place, Suite 330, Boston, MA 02111-1307 USA
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
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#include "../../../../include/compat_macros.inc"
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#include "../user-settings.h"
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#include "derived-settings-and-constants.h"
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#include "bind-shader-params.h"
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////////////////////////////////// INCLUDES //////////////////////////////////
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#include "phosphor-mask-resizing.h"
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 src_tex_uv_wrap;
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layout(location = 1) out vec2 tile_uv_wrap;
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layout(location = 2) out vec2 resize_magnification_scale;
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layout(location = 3) out vec2 src_dxdy;
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layout(location = 4) out vec2 tile_size_uv;
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layout(location = 5) out vec2 input_tiles_per_texture;
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void main()
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{
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gl_Position = global.MVP * Position;
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float2 tex_uv = TexCoord.xy;
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// First estimate the viewport size (the user will get the wrong number of
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// triads if it's wrong and mask_specify_num_triads is 1.0/true).
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const float2 estimated_viewport_size =
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IN.output_size / mask_resize_viewport_scale;
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// Find the final size of our resized phosphor mask tiles. We probably
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// estimated the viewport size and MASK_RESIZE output size differently last
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// pass, so do not swear they were the same. ;)
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const float2 mask_resize_tile_size = get_resized_mask_tile_size(
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estimated_viewport_size, IN.output_size, false);
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// We'll render resized tiles until filling the output FBO or meeting a
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// limit, so compute [wrapped] tile uv coords based on the output uv coords
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// and the number of tiles that will fit in the FBO.
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const float2 output_tiles_this_pass = IN.output_size / mask_resize_tile_size;
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const float2 output_video_uv = tex_uv * IN.texture_size / IN.video_size;
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tile_uv_wrap = output_video_uv * output_tiles_this_pass;
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// Get the texel size of an input tile and related values:
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const float2 input_tile_size = float2(min(
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mask_resize_src_lut_size.x, IN.video_size.x), mask_resize_tile_size.y);
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tile_size_uv = input_tile_size / IN.texture_size;
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input_tiles_per_texture = IN.texture_size / input_tile_size;
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// Derive [wrapped] texture uv coords from [wrapped] tile uv coords and
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// the tile size in uv coords, and save frac() for the fragment shader.
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src_tex_uv_wrap = tile_uv_wrap * tile_size_uv;
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// Output the values we need, including the magnification scale and step:
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//tile_uv_wrap = tile_uv_wrap;
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//src_tex_uv_wrap = src_tex_uv_wrap;
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resize_magnification_scale = mask_resize_tile_size / input_tile_size;
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src_dxdy = float2(1.0/IN.texture_size.x, 0.0);
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//tile_size_uv = tile_size_uv;
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//input_tiles_per_texture = input_tiles_per_texture;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 src_tex_uv_wrap;
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layout(location = 1) in vec2 tile_uv_wrap;
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layout(location = 2) in vec2 resize_magnification_scale;
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layout(location = 3) in vec2 src_dxdy;
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layout(location = 4) in vec2 tile_size_uv;
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layout(location = 5) in vec2 input_tiles_per_texture;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define input_texture Source
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void main()
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{
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// The input contains one mask tile horizontally and a number vertically.
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// Resize the tile horizontally to its final screen size and repeat it
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// until drawing at least mask_resize_num_tiles, leaving it unchanged
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// vertically. Lanczos-resizing the phosphor mask achieves much sharper
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// results than mipmapping, outputting >= mask_resize_num_tiles makes for
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// easier tiled sampling later.
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#ifdef PHOSPHOR_MASK_MANUALLY_RESIZE
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// Discard unneeded fragments in case our profile allows real branches.
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const float2 tile_uv_wrap = tile_uv_wrap;
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if(get_mask_sample_mode() < 0.5 &&
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max(tile_uv_wrap.x, tile_uv_wrap.y) <= mask_resize_num_tiles)
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{
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const float src_dx = src_dxdy.x;
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const float2 src_tex_uv = frac(src_tex_uv_wrap);
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const float3 pixel_color = downsample_horizontal_sinc_tiled(input_texture,
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src_tex_uv, IN.texture_size, src_dxdy.x,
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resize_magnification_scale.x, tile_size_uv.x);
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// The input LUT was linear RGB, and so is our output:
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FragColor = float4(pixel_color, 1.0);
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}
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else
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{
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discard;
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}
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#else
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discard;
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FragColor = float4(1.0);
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#endif
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}
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